+Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target)
+{
+ Rect result = view.TransformToViewCoords(bounds);
+ result.x *= Real(target.w);
+ result.y *= Real(target.h);
+ result.w *= Real(target.w);
+ result.h *= Real(target.h);
+ return result;
+}
+
+
+/**
+ * Bezier curve
+ * Not sure how to apply De'Casteljau, will just use a bunch of Bresnham lines for now.
+ */
+void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
+{
+ //Warn("Rendering Beziers on CPU. Things may explode.");
+ for (unsigned i = 0; i < m_indexes.size(); ++i)
+ {
+ Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
+ PixelBounds pix_bounds(bounds);
+
+
+ Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]], bounds);
+ //Debug("%s -> %s via %s", objects.beziers[objects.data_indices[m_indexes[i]]].Str().c_str(), control.Str().c_str(), bounds.Str().c_str());
+ // Draw a rectangle around the bezier for debugging the coord transforms
+ //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target);
+ //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target);
+ //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target);
+ //ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target);
+
+ // Draw lines between the control points for debugging
+ //ObjectRenderer::RenderLineOnCPU((int64_t)control.x0, (int64_t)control.y0, (int64_t)control.x1, (int64_t)control.y1,target);
+ //ObjectRenderer::RenderLineOnCPU((int64_t)control.x1, (int64_t)control.y1, (int64_t)control.x2, (int64_t)control.y2,target);
+
+
+
+ Real x[2]; Real y[2];
+ control.Evaluate(x[0], y[0], Real(0));
+ for (unsigned j = 1; j <= 100; ++j)
+ {
+ control.Evaluate(x[j % 2],y[j % 2], Real(0.01)*j);
+ ObjectRenderer::RenderLineOnCPU((int64_t)x[0],(int64_t)y[0], (int64_t)x[1],(int64_t)y[1], target);
+ }
+
+ /*
+ Real u(0);
+ while (u < Real(1))
+ {
+ u += Real(1e-6);
+ Real x; Real y; control.Evaluate(x,y,u);
+ int64_t index = ((int64_t)x + (int64_t)y*target.w)*4;
+ if (index >= 0 && index < 4*(target.w*target.h))
+ {
+ target.pixels[index+0] = 0;
+ target.pixels[index+1] = 0;
+ target.pixels[index+2] = 0;
+ target.pixels[index+3] = 255;
+ }
+ }
+ */
+
+ }
+}